"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” – C.S. Lewis

Corregidor Tactica (Infinity the Game)

I’ve been playing Infinity pretty regularly since January 2016. I am by no means an expert, but I do try to get in a game a week. I’ve also played in a handful of tournaments. These are my thoughts. There are plenty of people more knowledgeable than me. However, Nomad focused articles are few and far between from what I’ve seen. I figured I might as well share what I think. I will do articles on the main page in sections while the complete Corregidor tatica is a work in progress here.

Corregidor Jurisdictional Command

Light Infantry:

A basic line infantry profile with no special skills, it would be easy to dismiss the Algs as a less than competitive option. At 10 points base, they are not good for a cheap regular order as the likes of Kuang Shi. They can’t shoot particularly well and they don’t have the high WIP or special skills that some other basic line units have. They are just good enough, and being just good enough shouldn’t be underestimated. WIP 13 makes them competent and cheap specialists, with a Hacker, Paramedic, and Forward Observer (FO) all represented. Weapon options are also well covered as aside from the basic Combi, they can take a Missile Launcher, HMG, MULTI Sniper, or under slung Grenade Launcher . A Core Fire Team option can maximize their firepower and all these choices let you really tailor the unit however you like. Sadly, outside of a link, most of the profiles are eclipsed by other options. The one exception to this is the FO. All FOs are equipped with a Flash Pulse, a burst one Technical Weapon (meaning it uses WIP instead of Ballistic Skill (BS)) that causes the target to enter the Stunned state if they are hit and fail their BTS save. The range band on a Flash Pulse is similar to a Combi, but the Algs WIP being two points higher than their BS makes the Flash Pulse a nice ARO piece (where the base burst is always one anyway). The other nice feature of this profile is that the Alg FO has a Deployable Repeater. Although situational, this gives you a nice option on a model you probably won’t mind sacrificing.

Tomcats are awesome, because it turns out that Airborne Deployed (AD) specialists with Light Flame Thowers (LFT) are pretty darn useful. The Tomcats don’t have the best stats, but they are better than Alguaciles in most areas. They still remain relatively cheap. Doctors and Engineers, which are the go-to profiles, are only 22 points. That’s only 10 points more than an Alg paramedic and those 10 points buy you +1 BS and PH, AD, and Climbing Plus. Tomcats can also take AD helper bots called Zondcats for 4 points. There are also some situationally useful profiles with Mines, a D.E.P., and a Deployable Repeater. The Engineer and Docs are the stars though, as they can bring back a Ramboing McMurrough or Sputnik or do classified objectives. Climbing Plus means that they can even get up to that Intruder’s sniper nest with relative ease. The LFT makes this unit more than just a support piece. A Flamer coming in from the side can really ruin your opponents day. Tomcats are very versatile troops that should get serious consideration in any list. The disadvantages to AD are the only reason I wouldn’t run more than 2.

Light Infantry Characters:

I’m not a huge fan of Carlota for the simple reason that she doesn’t bring much to the party that a Tomcat Engineer can’t do cheaper. +1 BS, WIP, ARM and an Adhesive Launcher aren’t a bad deal for 8 more points (if you have points left over), but the WIP is really the only thing that I think matters that much. Even then, most likely you will be using it on G: Remote Presence model that will allow you to use a command token for a re-roll. She comes with her own special Zondcat named Moriarty for the same price that a regular Tomcat gets one. Moriarty does have +3 BTS, so there is that.

Ah Lupe, how I love you. Let me count the ways: Mimetism, Nanopulser, Panzerfaust, Smoke, Dogged, Specialist, +1 pretty much everything except WIP and Wounds (+0, boo) and BTS (+3, yay). Lupe is a 23 point toolbox that can also link with your Alguaciles for even more awesome. Lupe never fails me, I just deploy her badly some times. Outside a link, she can pair with an Intruder to provide smoke support, hunt down Camo markers with her Nanopulser, or capture objectives. Inside a full link she provides a burst 2, BS 15 Panzerfaust ARO to keep your opponent honest or a burst 2, PH 14 Smoke Grenade ARO to keep the link safe. If you can squeeze her in your list do it. You’ll be glad you did. Just remember that she’s still pretty fragile, and that it isn’t always in your best interest to go dogged when there is a Doc around.

(Not available in Vanilla)

I confess that I have never really used Valerya. She never quite makes it into my lists. On paper though, she is solid. She costs 3 more points than an Alguacile Hacker and gets +1 WIP, a Pitcher, and a rather useless Expel upgrade (that might get better depending on what “Tagline” means). The Pitcher or WIP boost alone is worth the 3 points, so the combo makes her a bargain. Like all the Light Infantry models, she’s really crunchy, but with the repeater coverage available in CJC you should be able to use her without risking her too much.

*The Nomad units (Clockmaker, Daktari, and Remotes) available in both sectorials will be covered further down.

Medium Infantry:

Hellcats sound awesome at first, being one of the few (I think only) units in the game with Superior Combat Jump, which lets you deploy anywhere your template will fit within your deployment zone if you disperse into a undeployable area (like off the board). Unfortunately, Superior Combat Jump doesn’t mitigate the real risks of Dispersion. The danger Dispersion isn’t ending up off the board, it’s landing within LoF of enemy troops and taking unopposed AROs. Hellcats suffer a bit due to the presence of Tomcats. Hellcats add Superior to their Combat Jump along with +1 CC, PH, ARM, and +3 BTS at the expense of being 4-2 MOV instead of 4-4. They also lose the LFT that almost all Tomacats have. This makes a number of the Hellcat profiles lose out to their light infantry brethren. Don’t even get me started on the LT option, which is one of the dumbest profiles in the game. The Hellcat Boarding Shotgun (BSG) is a decent choice at 21 points, but still has some issues. The big one is the 4-2 MOV. Since I normally walk my AD troops in from the board edge, the lower move rate ends up being a factor. The Tomcat gives me a template weapon as well the capacity to go into Suppressive Fire , has a 4-4 MOV trait, and comes with a repeater or mines (for 19 pts/ .5 SWC or 20 pts/ 0 SWC respectively). There are situations where the Hellcat BSG would be superior, but most of the time I’m content with using a Tomcat for the added flexibility. In other words, the BSG is the best Hellcat profile out of the ones that I don’t take.The Assault Hacker, Sptifire, and HMG models are the profiles I think are still worth taking, as the Tomcats don’t have these options available. For some reason the HMG profile comes with E/Maulers, which could be useful, however in most situations I’d rather have the Spitfire’s sweet range band. The ability to walk a Hacker in from the side can be extremely useful, particularly if you see a lot of Heavy Infantry or TAGs in your area.

The Intruders are widely believed to be one of the best Medium Infantry in the game. With a high (Outside Pan-O) BS (13), excellent profile choices, high WIP (14), and respectable armor (3), the Intruder would be already be “good.” However, it is the combination of MSV2 and camouflage that makes the Intruder stand out, and it’s the easy availability of smoke in Corregidor that makes the Intruder strike fear into the hearts of your opponents. Intruders aren’t a win button though, and take a little more finesse to use properly than it appears at first glance. The profiles that will see the most use are the HMG and MULTI Sniper (MSR) and I’ll get to those in a second. A strong case can be made for the Hacker and LT options. An LT in a marker state is hard to kill, and a WIP 14 Hacker benefitting from Surprise Shot has a pretty good chance at winning face to face rolls. What hurts both of these profiles is the 4-2 move which is punishing on a camo marker troop. Getting back the HMG/MSR, which one of these you want depends on what you want your Intruder to do. The HMG excels in the active turn (Burst 4, Grenades) and midfield control (Suppressive Fire), while the MSR excels in ARO (DA ammo) and can shut down fire lanes across the board. Be wary of stranding your Intruders on top of buildings or anywhere that they will have trouble vacating. It can also be a challenge to get medical attention to them if they go down. Intruders also shine with Smoke support, and can easily get -12 MODs with the combination of Camo, Smoke, and Surprise Shot. At 40+ points for the HMG/MSR it will take some practice to see how much to risk your Intruders. Your opponent will be gunning for them and if he takes them out early you could be in real trouble.

On paper Wildcats are really good. I’ve not gotten them to work as well as I’d like on the table, but I think that has more to do with me than the unit. Why are they good? For a great price you get Flamethrowers and D-charges on most profiles, good BS (13) Solid WIP (13), and good protection (ARM 2, BTS 6). There are lots of profile options including the shooty Heavy Rocket Launcher (HRL) and Spitfire, the Engineer and Assault Hacker Specialists, and the useful Number 2 and Haris link. Wildcats are also one of your better LT options coming in at under 19 points with no SWC tax. None of the Wildcat profiles cost more than 25 points, so you can field a full link with tons of options for under 120 points. This leaves you plenty of room for support pieces.

Heavy Infantry:

Brigadas are the Corregidor unit that I want to love. I think the models are some of the best looking ones in the game, and I like the idea of just brute forcing my way across the board. Unfortunately, Infinity doesn’t work that way. I’ll admit that I’ ve struggled with these guys. There’s a fine line between maximizing your armor and being suicidal, and since Brigadas don’t have any other special skills to fall back on other than their toughness, getting on that line is the only way to make them work. Brigadas are disappointing compared to other factions HI, but let’s not focus on what we aren’t getting and instead look at what we have. The three profiles that I think are worth taking outside the ridiculously expensive Full Link are the Hacker, the HMG, and the Boarding Shotgun (BSG). Let’s start with the Hacker. At 43 points she’s quite expensive, but she gives you a tough(ish), mobile specialist. Her WIP isn’t great, but 2 wounds and the ability to boost her defenses make her very tough nut to crack through hacking. The problem is that ARM 4 won’t hold up that well against heavy weapons or even a lot of Combi shots. I might try her in a mini HQ style Link with a Tinbot and a HMG with a lot of repeater coverage at some point. That will keep her out of the line of fire and minimize her weaknesses. The HMG is a HI HMG. Nothing more really needs to be said. Keep him in cover and probably in Suppressive Fire as well and it will require some effort for your opponent to take him out. That leaves us with the BSG. Buddy this guy up with a Jaguar or even Massacre and Rambo him around the board for a jolly good time. He’ll die, as almost all Rambo units do, but at 33 points the orders your opponent has to use to get rid of him will almost certainly be worth the cost. Just make sure that you don’t lose him to an ARO. For maximum carnage get him in the Armory. I have to point out that none of these seem to be really efficient options, but if you want to play these awesome models some sacrifices have to be made.

Skirmishers:

Leaving everything else aside, the important thing is that Bandits are fun. Scavenger rarely ends up being useful, but when it does it feels so satisfying. It might be my favorite thing in the game. Camo infiltrating specialists are quite good, and my primary use for Bandits is to grab objectives early in the game. At WIP 12, they aren’t amazing at this, but being able to deploy right next to the objective makes up for it. Even if it requires a couple of attempts to secure the objective, you still saved all the orders required to move there. I primarily use the Killer Hacker (KHD) and Forward Observer (FO) profiles, but a case can be made for the Boarding Shotgun, Deployable Repeater, and Assault Hacker profiles as well. The KHD is my favorite. Surprise shot and the bonuses given by many KHD programs help mitigate the Bandit’s lower WIP although at the cost of not being able to accomplish the objective requiring Spotlight. Bandits should be used aggressively, making use of Camo and Stealth. Most opponents will hold their ARO because they (rightly) fear taking an unopposed shot. You can use this to your advantage though. Move-move until you are within the shotgun’s 8″ sweet spot or close in for a CC kill. Against a non-MSV opponent, a Surprise shot from cover will put them at a -9 MOD. Bandits are also good for baiting someone out of Suppressive Fire. Bandits give you a measure of board control and combined with a Moran can help give you the defensive barrier that so many CJC units need to shine.

Note:Here are some interesting suggestions from the forums on how to use Bandits

I resisted using Morans for a long time because I didn’t like the sculpts. That was a mistake, for a couple of reasons. One, Spektrs make great proxies, and two, Corregidor units, with a couple of exceptions, are pretty crunchy and want to engage the enemy at range. Morans and their Crazy Koalas give you a way to keep your opponent out of your face or even to protect yourself from AD troops coming in from the edge. They also give you the opportunity to place a repeater anywhere in your half of the board. This is a really big deal. There are a couple of catches here though. Those Koalas will only work if they’ve been placed on Standby or if the controller is still conscious. This means that you’ll likely need to deploy your Morans prone, preferably somewhere difficult to reach (like a rooftop). A couple of things to remember, you can place your Koalas on standby using a Coordinated Order (particularly useful if you have brought a Lunokhod as well), and you can place them on Standby in ARO. Placing Koalas deserves a larger discussion then I will give it here, but if placed properly your opponent will either have to sacrifice something to set it off or will have to spend extra orders unpicking lock that you’ve made in the middle of the board. Either way you’ve made good use of the measly 20-22pts the Moran cost you. As for the repeaters, that can be huge too. A well placed repeater can cover an objective or provide support to a Gecko that you want to move into the middle of the board. I rarely leave a Moran out of my lists anymore.

Warbands:

How can you not love these guys. In a sectorial that can make such good use of smoke these guys are a steal at 10-13pts. Smoke, Martial Arts, some nice CC options, and Dogged make these guys quite useful on their own, but they pair really well with Intruders. They can also be used to cover AD troops coming in from the table edge, or to help get an ARO piece into position. The Panzerfaust/Adhesive Launcher doesn’t have smoke and isn’t great outside of a link. The Light Shotgun doesn’t usually add to much either, but I’ve had the E/M Close Combat Weapon take out a Raicho before. The range is useful in a link and you have 3 points to spare you might as well throw it in. The Chain Rifle profile is my go to guy. Jags generally aren’t there to kill things unless something has gone wrong, and there are times where you just need the auto hit the template provides.

Warband Characters:

(Not available in Vanilla)

McMurder either wrecks absolute havoc or dies very quickly. Either way he’s worth taking. I’ve talked a couple of times now about how Corregidor can be vulnerable to a lot of direct pressure. Well, it turns out that the best defense really can be a good offense. McMurrough gives your opponent a threat he has to deal with. He’ll likely spend several orders on his first turn trying to kill this guy, and that means that he won’t be using those orders to shred your Alguaciles or Wildcats. With two wounds, a Dodge that succeeds on a 16, and the ability to through smoke at his feet on a 19, he’s fairly difficult to kill. If your opponent makes the mistake of ignoring him, then run him into his backfield and use the dual Chain Rifles, Grenades, and beastly CC ability to take models out. Don’t sweat it if you run into camo tokens, it turns out McMurder is pretty good at intuitive attacks. Also, don’t be afraid to throw smoke and follow it up with a speculative grenade. Inside 8″ he’ll be hitting on a 13. Remember that he can’t use cover and try to make sure that he ends up nice and close to an enemy model so he can use his 4″ engage range. My favorite thing by far to do with McMurrough is to run him up a flank. Once my opponent successfully brings him down, I drop in a Tomcat doc to bring him back on a 13 with a Medikit. I’ve even brought him back with an Alguacile Paramedic before to get an objective.

(Not available in Vanilla)

This is the new hotness. Almost as if they timed it to coincide with the movie, HSN3 has elevated “totally not Deadpool” to full on Infinity rockstar. On his own Mr. Massacre is overshadowed a bit by McMurrough. He lacks the impetuous order and only has 4-4 movement and one wound. His Eclipse grenades are nice, but his more reasonable PH makes them a little less of a lock. In a link however, he really shines. I generally feel that the Boarding Shotgun is the superior choice, but against opponents with low BTS the Breaker Combi is a decent option. It also allows you to place the good señor in Suppressive Fire. Regardless of what weapon or whether you use him with or without a link, deployment is key. Killing Massacre is going to be a priority for your opponent, so you want to get the most out of him as soon as possible. He also eats orders like they are chimichangas, so in order to make sure he has enough orders to kill his targets try to keep him closer to the center of the board. If you put him on a flank and your opponent drops a reserve model that absolutely must die, you’re going to have a hard time. Remember that he only has one wound, so don’t get reckless with him. Regeneration is a nice gimmick, but it shouldn’t be counted on (although it does gives him shock immunity). His Eclipse grenades and E/M weaponry make him a great TAG counter as well as a headhunter. I talk more about the Jaguar link later, but it’s so cheap and so good that a little repetition is acceptable. He has a nice synergy with the Jaguars and together they make a dangerous stealthy smokefest. This is your kill team and it can take out the most dangerous pieces your opponent has provided you give it enough orders. It does take some finesse to use the smoke mechanic effectively, and your targets have to be chosen carefully when you have to get that close. However, when used properly it will make you feel sorry for your opponent as he helplessly removes models from the table. The link is also remarkably resilient, if only for one turn, as the Jags get effectively two wounds due to Dogged. This makes it difficult to pick apart the link team to strip the bonuses. It also means that you can take some risks in the active turn knowing your link won’t come apart from one wound. This is my favorite thing to run at the moment. It’s so good, so cheap, and so deadly that it’s hard to pass up.

TAGs:

Coming soon

Coming soon

Nomad (and Other) Units Available in Corregidor

Light Infantry:

With WIP 15, Clockmakers are one of the best Engineers in the game and are a great value at 18 points. The only problem with these guys us that there aren’t a whole lot of things in Corregidor for them to fix. Tomcats, for a 4 points more, a generally better at actually getting to objectives and are better armed. That leaves the Clockmakers at being really good at something I don’t usually need. Perhaps if I was running TAGs or HI links on a regular basis, I would use these guys more. The ability to deploy a Zondbot, attached to a (probably prone) Clockmaker, in base contact with a TAG can help ensure that you get the most out of your rather expensive investment.

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Daktaris are largely redundant because of Tomcats. With an average WIP of 13, the only reason I would take a Daktari is if I absolutely needed a doc and couldn’t squeeze out an extra 8 points for the Tomcat. It’s not that Daktaris are bad, it’s just that Tomcats are quite good.

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WarCors, it turns out, are quite a bit more useful than their 3 point cost implies. WarCors get a Flash Pulse and can come with either Sixth Sense Level 1 or an Aerocam (360 Visor). Usually I use the WarCor as an ARO piece/sentry unit. The 360 visor makes them particularly good at using Alert if your opponent has dropped an AD trooper behind your forces. The Flash Pulse uses the WIP, so it gives you a better ARO option than most Light Infantry have. There is also the possibility of using a Command Token to make the WarCor’s irregular order in to a regular one in a pinch. All of this flexibility makes the WarCor a good buy.

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Attack Remotes:

This is generally my remote of choice. However, the Lunohkod takes some time to get used to. With a big Silhouette and at most two shots worth of long-range weaponry, the Lunokhod is a little bit tricky to deploy. Keep it hidden. It’s not an ARO piece. If your opponent can easily line up a shot on it, this guy is done for. Lunokhods are meant to be used aggressively on the active turn and to help control the board in the reactive turn with their Koalas. Make your opponent come get it. Your Koalas are only active if you put them on Standby or if the controller is still conscious, so you want to keep this guy safe. Remember that you can put a Koala on Standby in ARO if you are engaged out of range or if you don’t like your options. Wait until your opponent has moved his models forward, and then use the Heavy Shotgun or Heavy Flamer to full effect. (The two shot Akrylat-Kanone is, in my opinion, usually best left at home). You can also use the Lunokhod’s maneuverability (6-4MOV & Climbing Plus) to get a repeater within 8 inches of a juicy hacking target or to score an objective with your D-charges. These are well armored and versatile remotes that can give your opponent fits when used properly.

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It can be tempting to look at these profiles, factor in an EVO bot, and think “I should deploy these as ARO pieces” You shouldn’t, that’s a job best left to the cheaper Reaktion Zond. Tsyklons are made for fire support. In particular, fire support against the type of hard targets that your opponent will try to move into the center of the board. Using the Tsyklon this way can be order intensive, but a good chance to remove difficult models, particularly ones with MSV that an Intruder can’t easily deal with, may make the effort worth your while. The key is to stack your BS MODS while taking advantage of your range. Against an opponent in Suppressive Fire and in cover in the middle of the board, you normally are at -6 to hit. However, you have a Pitcher and an X-visor. Maneuver to approximately 26 inches from the enemy model and shoot the pitcher about 4 inches in front of the target. You’ll be at an unopposed flat BS 12 due to the X-visor. You only get two shots at this, but success will be enough for your Hacker to deal with the target if it’s Hackable. In order to respond to this threat, the enemy model will have to break suppression. If they do, they’ll only get one shot and your Pitcher shot will still be unopposed. If they don’t and they aren’t Hackable, we move to step 2. Here you can use an order on Hacker to run Assisted Fire, to knock the -6 down to a -3, or depending on your classifieds, run Spotlight to target the model for the same effect. If the model is still in suppression, engage from outside 24″. A Feuerbach has a +3 from 24″ to 32″ and the Spitfire (due to the X-visor) will be at flat BS in that same range band.

You can also be more aggressive with the Tsyklons. At ARM 3/BTS 6, they are as armored as the lighter Heavy Infantry models. They can lock down an objective in the middle of the board pretty effectively, particularly the Spitfire with its Suppressive Fire option. They can also get a repeater into a key position with the combination of the Pitcher and Climbing Plus. Tsyklons have a lot of options, but those options come at a price. Just remember that Tsyklons are precision remotes. If you try to ram them down your opponent’s throat like the much cheaper ODD equipped PanO Bulleteer, you are going to be disappointed.

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Support Remotes:

Salyut Zonds have a rather diverse set of profiles that makes covering them a bit of a challenge. I’ve decided to cover each profile separately.

Minesweeper: The Minesweeper has a Minesweeper (surprise), a Repeater, and Baggage. Since the Tranductor Zond offers a Regular Order and a Repeater (along with a Flash Pulse, much faster movement, and a smaller silhouette) for the same cost, Baggage is the primary reason you would take this guy. Baggage gives you boost in missions that require you to dominate a zone, as Baggage adds 20 points to the units base cost (making it 28 points in this case). Baggage also allows you to refill disposable weapons that are in base contact by using an order. There are few different types of shenanigans that this makes possible, but I think the most useful one is to refill Lupe’s Panzerfaust. The only time I would likely take a Minesweeper Salyut would be in Highly Classified to make it possible to accomplish Test Run. Otherwise there are usually better options for your 8 points.

Total Reaction: I’m not sure why you would take this profile. For 5 points and and 1 SWC you can take the Reaktion Zond with its HMG and 360 Visor instead, and there are plenty of useful models in CJC in the 20 point range. You can take an Algucil and the Mineseeper Salyut for cheaper. It’s really hard to make a case for a Total Reaction Combi.

EVO Hacker: I’m still undecided on the EVO Hacker. It has so many options, but I rarely seem to get much use out of it. With no weapons and no way to hurt enemy models that aren’t Hackers, the EVO is the very definition of a support piece. Whether or not you should take it will depend on how you plan to use the models it supports. It’s also worth noting, that the EVO still counts as a specialist and still has baggage. In a Remote heavy or Hacker heavy list (why not both) I think the EVO has merit. Otherwise, there are probably better options available for it’s point cost.

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Getting full burst in ARO with a 360 Visor is really good. It isn’t quite as godlike as it seems to new players though. The TR Bot, as it’s commonly known, has a number of flaws. It’s hackable, has no answer to smoke, has trouble with ODD and Camo (low BS), can barely Dodge, and has no armor whatsoever. These flaws are something to keep in mind if you are expecting a TR bot to completely block off part of the table. Against a good opponent that just won’t happen. What they will do is make your opponent spend orders to go around or deal with them. Another thing they do is give you an extremely mobile HMG platform. 6-4 MOV with Climbing Plus should help you stay in the HMG’s sweet spot. Although they don’t have a Repeater, the Reaktion Zond can still benefit from Supportware if you’ve kept a Hacker or Repeater nearby. If you remove Cover with Assisted Fire and you stay in the +3 rangeband, that BS11 suddenly doesn’t seem like much of a drawback.

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Coming Soon

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The 8-Point Fast Repeater/Cheapest Regular Order/Sniffer bot. I’m not really sold on these guys unless you are taking the big brother Stempler Zond, or you just end up with 8 (but not 10) points left over and you want one more order. It isn’t that the Transductor is “bad,” it’s just nothing special. With the Stempler though, this little guy gains a lot more utility due to his Sniffers. Sniffers extend the Sensor range and can also allow the use of Sat-Lock to put models in the Targeted State.

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The ubiquitous Smart Missile bot. Burst 1, Damage 14, AP+DA, Circular Impact Template. The Fire Team killer. It all sounds great. In reality, they can be a challenge to use. The direct fire version has no negative range bands and is +3 from 24 to 40, but at burst 1, shooting at something that can shoot back amounts to a dice off with BS 12. The Guided version may earn it’s points by simply terrifying your opponent. If it doesn’t though, a shot will require two orders. One to target (from Forward Observer or Regular/Assault Hacker) and one to shoot. This can be problematic, as Hackers are at -3 and there is only one FO option higher than WIP 13 (Spektrs). This makes using the Guided mode difficult and possibly inefficient if your opponent doesn’t have a target worthy of the effort required. A good player will avoid being bunched up when the Vertigo is on the board. However, in certain missions that require you to bunch up or sit near repeaters, like Transmission Matrix or Engineering Deck, the Vertigo is a solid choice. It’s also relatively cheap at 18 points. However, with a Wildcat Heavy Rocket Launcher available for only 2 points and .5 SWC more, it shouldn’t be your first choice for a blast template.

Putting It All Together:

Fireteams

Alguaciles (Core) are a good cheap defensive link with access to good weapons and Lupe for some extra punch/defense. They can also be objective grabbers with access to 3 of the 4 specialist types (FO, Paramedic, and Hacker). The only reason I wouldn’t use them this way is that even with Lupe’s smoke it can difficult to move a link team around the board. Don’t expect too much from these guys and you won’t be let down.

Wildcats (Core & Haris) are a but tricky to use. They are BS13, so in a full link they are fairly beastly at BS16 and they are fairly cheap. They are, however, slow. Their high BS and limited speed make them a good defensive or fire support link. They can take an Engineer and a Hacker, but aren’t the best for objectives due to their limited movement. The Haris option is a good place to put the Heavy Rocket Launcher (HRL). Even at base BS a burst 3 HRL demands respect. This is a good place to hide your LT as well.

Mobile Brigada (Core) are your standard Heavy Infantry (HI) link. The lack of a Haris option stings a bit here, but with that option available for Medium Infantry and Skirmishers (and Duo available for the mini TAGs) it’s not as big a deal as it first looks. Supporting your HI link is key, but Morans and Intruders can help with this a lot. Brigadas are practically custom built for hacking heavy environments. A Tinbot option, a Hacker that can run Fairy Dust built into the link, and the Sixth Sense Level 2 that a 4 model+ link gets make this link really robust. Unfortunately, I rarely end up needing all those hacking defenses, but every “meta” is different. If yours runs hacker heavy it might be something to consider. The trick with this link (as it is with the Brigada’s armor) is to not push it too hard. 200 points tied up in one team mean that a clever opponent can just go around you if you get stuck on one side of the board. As with any HI, beware of E/M weapons. Even if you have an Engineer handy, he’ll have to spend an order to cancel Immobilization on each model, which is going to burn a lot of orders.

Jaguars (Core & Haris) require Señor Massacre in order to form either of these links, but that’s hardly a “tax” as he’s awesome in this role. If you are going to use these guys aggressively, go for the full link. The BS and PH bonuses are so good. If you are going to use them as a counterpunch, then take the Haris. A Haris link can make a good support unit as well, providing both regular smoke for your Intruders and Eclipse smoke to deal with Multi Spectral Visor (MSV)level 2. Dogged on the Jaguars means that they can be quite difficult to take down (beware of Shock though) so the Haris link makes a good order sink for your opponent. If they’ve run into this link before it will likely be a priority for them to take down.

Geckos (Duo)

Coming Soon

Synergies

Jaguars and Intruders – This is the classic smoke/MSV2 trick. An Intruder in cover firing at an enemy model through smoke will put them at the max -12 to hit. (-6 for smoke, -3 for cover, and -3 for camo). The Jag also works well for protecting the back of an Intruder in Suppressive Fire.

Morans and Lunokhods – Since these models both have Crazy Koalas, they can use a Coordinated order to place 4 Koalas on Standby at once. This is an expensive trick, but can simultaneously protect your flanks and slow your opponent’s movement through the center of the board

Morans and Hackers – Being able to put a repeater anywhere in your half of the board is good. Having two Crazy Koalas attached to that repeater is damn good. Morans don’t need to deploy their repeater either, it’s always on. It doesn’t take much imagination to see how this is good for your hackers. For any Hackable unit without stealth, the area around a Moran is locked down.

Bandit KHD, Señor Massacre, and Intruders – So, there’s an Aqulia Guard or an Asura staring down your Intruder with their MSV3 goggles. In vanilla, you’d just run White Noise through one of your Morans and be done with it. Unfortunately you don’t have White Noise in Corregidor (or Albedo for that matter). How can you deal with that MSV3? One option is to send Mr. Massacre out to deal with the problem using his Eclipse Grenades. MSV3 doesn’t come cheap and taking these guys down will nock off a significant amount of your opponents points. It will also potentially put him in loss of lieutenant. Your other option is to use Cybermask. Impersonation 2 is not effected by MSV. Remember that each model only gets one shot to discover per turn. Remember that you don’t have to actually attack. Simply getting within 2 inches will do, as that will enable you to engage in ARO should they activate the model. This will tie them up and allow your Intruder to have his way with the rest of their army.

McMurrough and Tomcats – This is pretty straight forward. Terrorize your opponent with McMurrough until he goes down (and he will), and then walk the Tomcat on and shoot him with your Medikit. At PH 16, he is as likely to come back from the Medikit as being “doctored,” since he doesn’t have a cube.

Tsyklons and Hackers – Tsyklons are a little bag of tricks and a couple of those tricks involve hackers. Tsyklons have a Pitcher and a Repeater, which along with Climbing Plus, MOV 6-4, and the X-visor, mean that you should be able to hack nearly anything on the board that you want. I’ve frustrated opponents by pitching repeaters as an ARO and tanking the shots (ARM 6 in cover). They can also be useful for threatening TAG or Heavy Infantry. It might be tempting to just pair up a Tsyklon with an EVO, but to really exploit it’s full potential you want to have a Regular/Assault Hacker available.